• Pikmin Pluck Order:

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    • Same order every time, even when Olimar dies.
    • Using a Pikmin attack will cycle to the next Pikmin in line. The only exception to this is D-Smash, since the attack uses two Pikmins.
    • Pikmin order can get messed up (i.e. Olimar or his Pikmin getting hit). There’s no guarantee formula to know how Pikmin order will change.
  • Whistle:

    • Frame 2 armor move to escape combos.
    • Organizes Olimar’s Pikmin & calls them back in line.
  • Pikmin Properties:

    • Red Pikmin:
      • High dmg & KB (has high kill power as a result).
      • Good for combos.
      • Absorbs fire based moves (i.e. Snake’s grenades & R.O.B’s N-Air).
      • Average HP.
      • Less KB on throws.
    • Yellow Pikmin:
      • Average dmg & KB (doesn’t kill particularly well).
      • Hitbox is about 25% bigger.
      • It’s electric attacks give it more hitstun & shieldstun.
      • Amazing for spacing, safe on block & great for combo extensions.
      • Amazing 2-Frame tool.
      • Goes through electric based moves (i.e. Pikachu’s T-Jolt & N-Air).
    • Blue Pikmin:
      • Average dmg & kill power.
      • Strong grab damage.
      • Slightly more HP than other Pikmin.
      • Not the safest or most dmging & give no benefits for spacing.
      • Absorbs water based moves (i.e. Greninja N-Air).
    • White Pikmin:
      • Lower dmg & KB.
      • Minimal combo potential & hitstun.
      • Olimar’s Side-B sends it FAR & FAST! Nearly full screen on FD.
      • When it latches, it does 5%-6% per hit. Great way for Olimar to add extra dmg to a combo.
      • Used for mindgames.
        • Will the Olimar combo into the White Pikmin toss using another Pikmin? Will he use the Pikmin more aggressively? Etc. etc.
      • Longer than average grab range.
      • Very low HP.
    • Purple Pikmin:
      • Extremely high dmg & kill power.
      • Safe on block (i.e. Purple Pikmin B-Air is -3 on block.).
      • Purple toss acts as a hitbox instead of latching on to the opponent.
        • The opponent can’t run through the Purple Pikmin toss.
        • Can clank with attacks causing extra end lag.
        • Adds combo potential.
      • Getting two Purples is Olimar’s goal & win condition.
      • More HP than the other Pikmin.
      • Side-B range is shorter than average.
      • Less range on smashes & grabs.
      • Small sweet spot on smash attacks.
    • Miscellaneous:
      • Pikmin can be killed during their attacks or when too far away from Olimar. (i.e. hit & killed during Olimar’s aerial, if he whiffs U-Smash & the Pikmin gets hit during the animation, if Olimar gets thrown causing collateral damage to the Pikmin, etc. etc.)
      • Aerials cut through Pikmin smash attacks. A good Olimar can space smash attacks around your aerials in order to beat them. This can make Olimar vulnerable to pressure. Even some ground moves can go through Pikmin smash attacks.
      • Pikmin are invincible if Olimar’s Side-B hits a shield. Olimar can just spam this shit for shield pressure. However, if Olimar misses the Pikmin toss, the opponent can use this as an opportunity to kill the Pikmin.
      • When opponents hit Pikmin, they’re left in hitlag, which gives Olimar more time to react & punish. BUT it also extends the hitboxes of moves, which could work in the opponent’s favor.
      • If any Pikmin gets tossed offstage, it’s GG for them, no matter what.
  • Pikmin Latch:

    • Makes opponent’s jump squat slower.
    • Causes more landing lag.
    • Creates more hitstun during combos.
      • All of these attributes scale with the more Pikmin latched to the opponent.
      • Combos get cut short when Pikmin are latched to the opponent.
  • Pikmin Distance:

    • Olimar can’t use Pikmin if they’re too far away from him. To counter this, Olimar players will throw the Pikmin, then run forward to pick them up.
  • Counterplay:

    • The Pikmin 1st in line always has an arrow above their head. This gives a better indication of what Olimar will be looking for.
    • U-Smash, F-Air, B-Air, & D-Throw are the main things Olimar will do to get a combo started.
    • Kirby’s N-Air is the best way to contest w/ Olimar’s smash attacks. If he’s using aerials, play more grounded & use your amazing tilts. Tilts will generally be your friend is this MU anyways, since there aren’t any reliable 0% throw combos & Olimar’s whistle allowing him to break out of stuff.
    • GET THE COPY ABILITY! It’s a game changer! It can be used for any & everything! Neutral, edgegaurding, ledgetrapping, EVERYTHING!
    • The best thing to do in disadvantage is retreat to ledge since Olimar is great at juggling his opponents.
    • If you’re going for an edgegaurd, be aware Pikmin toss assault &/or F-Air & B-Air. I’d D-Air instead of using Down-B since the latter is more committal & the less Pikmin Olimar has, the easier he can maneuver around it.